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yaze/docs/analysis/dungeon_editor_bottleneck_analysis.md
scawful 91a6a49d1a Add comprehensive analysis of ZScream vs YAZE overworld implementations
- Introduced a detailed comparison document highlighting the functional equivalence between ZScream (C#) and YAZE (C++) overworld loading logic.
- Verified key areas such as tile loading, expansion detection, map decompression, and coordinate calculations, confirming consistent behavior across both implementations.
- Documented differences and improvements in YAZE, including enhanced error handling and memory management.
- Provided validation results from integration tests ensuring data integrity and compatibility with existing ROMs.
2025-09-28 22:49:29 -04:00

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# DungeonEditor Bottleneck Analysis
## 🚨 **Critical Performance Issue Identified**
### **Problem Summary**
The **DungeonEditor::Load()** is taking **18,113ms (18.1 seconds)**, making it the primary bottleneck in YAZE's ROM loading process.
### **Performance Breakdown**
| Component | Time | Percentage |
|-----------|------|------------|
| **DungeonEditor::Load** | **18,113ms** | **97.3%** |
| OverworldEditor::Load | 527ms | 2.8% |
| All Other Editors | <6ms | <0.1% |
| **Total Loading Time** | **18.6 seconds** | **100%** |
## 🔍 **Root Cause Analysis**
The DungeonEditor is **36x slower** than the entire overworld loading process, which suggests:
1. **Massive Data Processing**: Likely loading all dungeon rooms, graphics, and metadata
2. **Inefficient Algorithms**: Possibly O(n²) or worse complexity
3. **No Lazy Loading**: Loading everything upfront instead of on-demand
4. **Memory-Intensive Operations**: Large data structures being processed
## 🎯 **Detailed Timing Added**
Added granular timing to identify the exact bottleneck:
```cpp
// DungeonEditor::Load() now includes:
{
core::ScopedTimer rooms_timer("DungeonEditor::LoadAllRooms");
RETURN_IF_ERROR(room_loader_.LoadAllRooms(rooms_));
}
{
core::ScopedTimer entrances_timer("DungeonEditor::LoadRoomEntrances");
RETURN_IF_ERROR(room_loader_.LoadRoomEntrances(entrances_));
}
{
core::ScopedTimer palette_timer("DungeonEditor::LoadPalettes");
// Palette loading operations
}
{
core::ScopedTimer usage_timer("DungeonEditor::CalculateUsageStats");
usage_tracker_.CalculateUsageStats(rooms_);
}
{
core::ScopedTimer init_timer("DungeonEditor::InitializeSystem");
// System initialization
}
```
## 📊 **Expected Detailed Results**
The next performance run will show:
```
DungeonEditor::LoadAllRooms 1 XXXXms XXXXms
DungeonEditor::LoadRoomEntrances 1 XXXXms XXXXms
DungeonEditor::LoadPalettes 1 XXXXms XXXXms
DungeonEditor::CalculateUsageStats1 XXXXms XXXXms
DungeonEditor::InitializeSystem 1 XXXXms XXXXms
```
## 🚀 **Optimization Strategy**
### **Phase 1: Identify Specific Bottleneck**
- Run performance test to see which operation takes the most time
- Likely candidates: `LoadAllRooms` or `CalculateUsageStats`
### **Phase 2: Apply Targeted Optimizations**
#### **If LoadAllRooms is the bottleneck:**
- Implement lazy loading for dungeon rooms
- Only load rooms that are actually accessed
- Use progressive loading for room graphics
#### **If CalculateUsageStats is the bottleneck:**
- Defer usage calculation until needed
- Cache usage statistics
- Optimize the calculation algorithm
#### **If LoadRoomEntrances is the bottleneck:**
- Load entrances on-demand
- Cache entrance data
- Optimize data structures
### **Phase 3: Advanced Optimizations**
- **Parallel Processing**: Load rooms concurrently
- **Memory Optimization**: Reduce memory allocations
- **Caching**: Cache frequently accessed room data
- **Progressive Loading**: Load rooms in background threads
## 🎯 **Expected Impact**
### **Current State**
- **Total Loading Time**: 18.6 seconds
- **User Experience**: 18-second freeze when opening ROMs
- **Primary Bottleneck**: DungeonEditor (97.3% of loading time)
### **After Optimization (Target)**
- **Total Loading Time**: <2 seconds (90%+ improvement)
- **User Experience**: Near-instant ROM opening
- **Bottleneck Eliminated**: DungeonEditor optimized to <1 second
## 📈 **Success Metrics**
- **DungeonEditor::Load**: <1000ms (down from 18,113ms)
- **Total ROM Loading**: <2000ms (down from 18,600ms)
- **User Perceived Performance**: Near-instant startup
- **Memory Usage**: Reduced initial memory footprint
## 🔄 **Next Steps**
1. **Run Performance Test**: Load ROM and collect detailed timing
2. **Identify Specific Bottleneck**: Find which operation takes 18+ seconds
3. **Implement Optimization**: Apply targeted fix for the bottleneck
4. **Measure Results**: Verify 90%+ improvement in loading time
The DungeonEditor optimization will be the final piece to make YAZE lightning-fast!